WAW Health script/mod to get 3 hit down?
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Is there a way to get 3 hit down on waw? through console commands changing the health to even 999 still results in 2 hit down.
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/* * -------------------------------------------------------------------------------- * --- 3 Hit Down GSC Script for Call of Duty: World at War Zombies --- * -------------------------------------------------------------------------------- * * Description: * This script modifies the default player damage rules in Nazi Zombies to allow * players to withstand two zombie hits before going down on the third hit. * This script does not affect the damage boost provided by the Juggernog perk. * * Installation: * 1. Create a new file named "three_hit_down.gsc" in your map's GSC folder, * located at: /root/mods/your_map_name/maps/ * 2. Copy and paste the entire content of this script into the new file. * 3. Open your main map GSC file (e.g., nazi_zombie_mapname.gsc). * 4. At the top of your main map GSC file, add the following line: * #include maps\three_hit_down; * 5. In the main() function of your map's GSC file, add the following line * BEFORE maps\_zombiemode::main(); * thread three_hit_down::init(); * * Your main function should look something like this: * main() * { * // Other pre-zombiemode threads * * thread three_hit_down::init(); * * maps\_zombiemode::main(); * * // Other post-zombiemode code * } * * 6. Re-compile your map and run it. * * -------------------------------------------------------------------------------- */ init() { // This function will wait until all players are connected and then start // the monitoring process for each player. level flag_wait( "all_players_connected" ); for(;;) { level waittill( "connected", player ); player thread onPlayerConnect(); } } onPlayerConnect() { // When a player connects, this function is threaded to them. // It will end if the player disconnects. self endon( "disconnect" ); // Initialize the hit counter for this player self.hit_count = 0; for(;;) { // This is the core loop that monitors player damage. // It waits until the player is damaged. The 'eInflictor' is the entity // that caused the damage (in this case, a zombie). self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, iDFlags ); // We only care about damage from zombies. We check the attacker's script_noteworthy // to ensure it's a zombie. if ( isdefined( attacker.script_noteworthy ) && attacker.script_noteworthy == "zombie" ) { // We also don't want this to interfere with Juggernog. // If the player has Juggernog, we let the default damage logic handle it. if( !self maps\_zombiemode_perks::player_has_perk("specialty_armorvest") ) { // Increment the hit counter self.hit_count++; // If the hit count is less than 3, we prevent the player from taking damage. if ( self.hit_count < 3 ) { // Setting damage to 0 effectively negates the hit. damage = 0; } else { // On the third hit, we reset the counter and let the player go down. self.hit_count = 0; } } } } }This was made with AI, I just generated it as soon as I saw your question on the forum. No idea if it works havnt tested it, but maybe this could be a template to build off of. I did not write this simply asked AI to make it. Maybe this could work?
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